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levels: another big batch of fixes. (#997)
* level: more fixes. E1M3 - Minor item floating in one of the staircases. E1M7 - Widened the item trenches in the northwest switch room to minimize the chance of a floating item. - Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in. E1M9 - Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it. - Door on the north of that bridge was missing a doortrak. E3M5 - Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.) E4M4 - Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly. E4M5 - There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead. E4M6 - Various thin secrets. E4M7 - Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead. E4M8 - The secrets by the starting area are now the rooms themselves instead of the doorways. Map11 - Untagged the lizardbaby-triggered doorway as secret. - All lizard baby sectors are now 72 units tall. - Realigned the vines in the trilobite corridors overlooking the western atrium. - Berserk red key secret room lengthened to guarantee having to step inside it. - Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret. - Replaced the light source in the yellow skull room with something less likely to have already fallen over. - Replaced the evil eyes with tech lamps since those aren't shootable. - The trigger for releasing the pain bringers in the nukage fountain is once again a walk line. Map16 - Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged. Map18 - It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform. * levels: more fixes. E3M7 - Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop. - Got rid of some orthogonal lines in the intestine to get rid of the fake contrast. Map11 - Jump-proofed the decorative canal areas near the final arena. - Some attempts to address #996. Map14 - Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors! - Addressed #996 in the south. Map15 - Made the two lifts to the red armour secret visually consistent with each other. - Some feeble attempts to address #996. Map17 - Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default. - Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full. - The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on. - The window texture now better matches the light falling on the floor. - Moved Tree #73 and #37 as they were being invisible jump-blockers from below. - Restored there being three chunks of rock for the blue key. - Changed up a lot of textures in hopes of creating visually distinct areas. - Added an extra secret in the start tunnel. - Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good. - Shrank the pillars near the yellow key so you could move around all of them. - Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building. - Changed the hanging corpse in the living room to another hanging corpse. (see #941) - Made the couch look more like a couch. And one that's been in a war zone. Map23 - Replaced the haphazard texture on the northern teleporter room and added some light sources. - Improved the trim around sector 236 so the door doesn't go right into the curve. - Used the correct CONS1 flat for sector 246 and shrank it accordingly. - Addressed #996 in the south. - Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer. Map25 - Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast. - Some feeble attempts to address #996. * Delete map17m.wad * levels: restore old e2m1. * levels: address E3M6 softlock. see #998
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